Dutch DiGRA Symposium 2025: Futures for Game Research.

Programme, Sign-up Sheet, and Abstracts Below!

What’s the DiGRA?
The Digital Games Research Association is “An international association for academics and professionals who research digital games and associated phenomena.”1 Its aim is to stimulate high-quality research on games, and to “promote collaboration and dissemination of work by its members.” Aside from the main conference, countries may organise “chapters” nationally. For The Netherlands, this was organised in 2024 at Erasmus University in Rotterdam.2 In November 2025 it will be hosted at the Utrecht University.

Different futures for the study of games and play are brewing in the present. Through participation and research we, as scholars, are actively shaping the future of the field within The Netherlands and beyond. At this symposium we explore possible directions for game and play research as an interdisciplinary field. In line with the focus of the international DiGRA conference this year, this means taking a step back and identifying (and/or questioning) important and sustainable thematic foci and approaches, as well as blind spots in the research, teaching, and practice within game research communities in the low countries.3 In doing so we may also contend with a bigger question, discussed at length in a special issue of Eludamos: given the grim socio-political and environmental developments of the last decade, (how) can games and play, or the ludification of culture more generally help “facilitate mobilization for better futures”?4

Programme

Clicking the image opens the PNG in a new tab. You can click this link for a PDF of the programme.

The Dutch Digra 2025 symposium was made possible with support from the Erasmus+ project Shape2Gether. For more information see the project website.

Attendee sign-up sheet

You can find the link to the sign-up sheet here. All those interested in game research are welcome. There is no entrance fee: attending the symposium is free. In the case that we go over capacity, we will prioritise the presence of (co-)writers, researchers, and others who may benefit from networking at the symposium.

The call for abstracts especially encouraged contributions from early career researchers (advanced master students, PhD fellows, post-docs, and independent scholars). The symposium offers a platform not just for sharing knowledge, but also for sharing pedagogical experience, artistic research, with plenty of time to forge connections to peers and potential collaborators. 

Abstracts and Parallel Programme information

Presentation Abstracts

Worlds in Crises

Let’s play the ‘refugee crisis’: a postcolonial deconstruction of the refugee in post-2015 European videogames
by Laurence Herfs

Across Europe, far-right ideology has over the last decade steadily gained ground through an expanding grammar of hate speech based in migrant dehumanization. During that time, numerous European games have been created under- and responded to cultural anxieties regarding the so-called‘refugee crisis’. While indie games like Bury Me, My Love (Playdius Entertainment, 2017), Path Out (Causa Creations, 2017) and Salaam (Junub Games, 2021) revolve around rehumanizing refugees by playfully embodying their plight, major AAA games have remediated the visual grammar of the ‘refugee crisis’ with an overtly less political mode of play. Major European AAA games like The Witcher III (CD Projekt RED, 2015), Horizon Zero Dawn and Horizon Forbidden West (Guerilla Games, 2017 & 2022) have remediated the visual grammar of the ‘refugee crisis’ by portraying refugees and refugee camps as loci for optional saviour-flavoured side quests, while Baldur’s Gate 3 (Larian, 2024) makes morality as player-choice its core game mechanic. To do so, it employs the binary choice to either save or slaughter groups of refugees at various key points in the story. These instances of procedural saviourism/sadism playfully engender the polarized European debate surrounding the need to care for refugees or fortify against them. This paper contends that unlike ‘empathy games’ that pre-afford a moral positionality, these AAA productions present as politically neutral while in fact offering highly ideologically remediations of the ‘refugee crisis’ wherein it is morality itself that becomes the object of play. By means of close-reading Baldur’s Gate 3’s representation of the refugee through a discursive affordance analysis, I will argue that the game reacts to- and is a product of the particular socio-cultural anxieties of the context from which it emerged, and that the game positions the refugee as a ludic object over whose passive bodies players may play out their personal politics and claim their stake in European identity formation.

The Bio- and Necropolitics of Post-Apocalyptic Videogames.
by Lars de Wildt

Post-apocalyptic videogames are uniquely capable of modelling the biopolitics of post-apocalyptic worlds, in ways that other cultural forms cannot.

How do videogames present paradigmatic models for the bio- and necro-politics of post-apocalypse? As ideological machines, immersive worlds, and interactive interpellations. This ten-minute presentation outlines a threefold argument:

1) How does the ideological governmentality of post-apocalyptic videogames simulate biopolitics at the end of the world?

By presenting new systems of governance through their underlying rulesets, games model the new, often challenging political-economic systems of post-apocalyptic life.

2) How does the immersive temporal-spatiality of post-apocalyptic videogames represent biopolitics at the end of the world?’

By presenting new forms of (post)human life, forcing us to navigate which forms of life to consider ‘valid’ (Foucault, 1978; Agamben, 1998), grievable (Butler, 2016) or killable (Mbembe, 2019); in the process reframe familiar considerations of gender, sexuality, race, (dis)ability and speciesism.

3) How does the interpellatory play of post-apocalyptic videogames enact biopolitics at the end of the world?’

By subjecting players to their rulesets and worlds, post-apocalyptic games interpellate us into subject positions (Althusser, 1969), that practice the hypothetical biopolitics at the end of the world: how will ‘you’ survive, foster, exclude or erase post-apocalyptic life?

The theoretical contribution of researching videogames as ideological machines, immersive worlds, and interactive interpellations of the post-apocalypse brings a core understanding of how millions of players have rehearsed the everyday rules, worlds, and subjecthoods of post-apocalyptic life.

References

Agamben, Giorgio (1998) Homo Sacer: Sovereign Power and Bare Life, translated by Daniel Heller-Roazen, Stanford University Press.

Althusser, Louis. (1969 [2014]). On the reproduction of capitalism: Ideology and ideological state apparatuses. Verso Books.

Butler, J. (2016). Frames of war: When is life grievable?. Verso Books.

Foucault, M. (1978 [2008]) The Birth of Biopolitics: Lectures at the Collège de France, 1978–1979, trans. Graham Burchell. New York.

Mbembe, A. (2019). Necropolitics. Duke University Press.

Pedagogy and Habit-Formation

Gamification and Serious Games Promoting Sustainable and Healthy Food Habits: A Systematic Literature Review.
by Fabian Bellaard

This study is framed within Horizon’s FOODMISSION research project, which aims to engage citizens as agents of food system change through a novel gamified platform. This systematic literature review examines the current academic discourse surrounding the application of gamification strategies and serious games to promote behavioral change related to healthy and sustainable habits.

Growing evidence indicates that gamification and serious games effectively promote healthy, sustainable behaviors by increasing engagement and motivation (Azevedo et al., 2018; Fatima et al., 2023) and raising awareness to influence real-world decisions (Bohm et al., 2021). However, most studies are short-term, focus on younger populations, and emphasize healthy diets over sustainability (Chow et al, 2020; Skouw et al, 2020; Lamas et al., 2023). Moreover, current systematic reviews primarily examine the link between games and healthy eating, while neglecting the broader connection to sustainable food practices.

To address this gap, we conducted a systematic literature review on research on gamification and serious games promoting healthy, sustainable behavior. We analyzed English publications published between 2010 and 2025 and stored in Scopus. The initial search yielded 3,480 potentially eligible publications. Using AS-reviewlab, we narrowed the sample to 56 papers, excluding those with restricted access, focused on medical health, general sustainability, or mobility. Then, thematic analysis using Atlas.ti was executed.

Gamification and serious games are revolutionizing sustainability rapidly and show potential to significantly drive healthy food choices and lasting behavioral change. This study reports on over 10 gamified strategies proven effective in encouraging healthy food habits and sustainable behavior change. Highlighting both opportunities and gaps in existing research, underscoring the possibilities of gamified solutions to promote long-term sustainable food habits.

Playable Perspectives: Perspective Puzzle Games as Experiments in Materialist Pedagogy.
by Aria Mohseni

The relationship between pedagogy and materialism is fraught with persistent tension. A “materialist pedagogy” therefore confronts a profound conceptual paradox. Pedagogy, by its nature, aims to transform consciousness—altering ideas, mentalities, and perspectives. From a materialist standpoint, however, this focus is inherently suspect. It risks remaining confined to an idealist framework, presupposing a simplistic link between a change in consciousness and a subsequent change in material reality. This creates a dichotomy: pedagogy is relegated to the ‘ideal’ realm of thought, while ‘radical’ transformation is sought in the ‘material’ world. Reconsidering this divide is crucial, as it shapes how critical theory conceives the possibility of praxis—how thinking might act upon the world without lapsing into abstraction or technocratic mediation.

The main argument of this presentation is that the emerging video game subgenre of “perspective puzzles” offers a unique model for resolving this impasse. In these games, the pedagogical act of changing one’s perspective is rendered tangibly material. The shift in viewpoint leads directly to a transformation of the game world, crucially bypassing the mediation of instrumental rationality. Drawing on Walter Benjamin’s conception of materialist pedagogy as the production of knowledge that affords “access to practice,” my presentation analyzes the gameplay mechanics of Viewfinder (Sad Owl, 2023) as its case study. I demonstrate how this game enacts an experiment in materialist pedagogy, in which the gap between consciousness and action collapses, and seeing differently becomes an act of material transformation. In doing so, it reimagines the pedagogical encounter as a site where thought and matter co-shape one another.

More than one Ecocritique: On Productive Contradiction in Ecogame Criticism.
by David Harold ten Cate

(Video)games are divisive media. Some (continue to) study whether they may cause violence or exacerbate toxic masculine attitudes. Others argue that they can change the world for better, including in their engagement with the climate crisis. The instability of the current ecological predicament implies that such determinacy is wont to contradict itself. One consequence of the present ecological rupture is the emerging multifariousness of ecocritical work, as evidenced by recent ecogame scholarship. This paper considers recent developments in ecocriticism and evaluates discourse on ecogames through a lens that complicates idealist and materialist forms of ecogame criticism. The idealist form revolves around games as textual media that s(t)imulate ecological thinking, whereas the materialist approach revolves around games as environmental media that are entangled with their production contexts. Rather than attempting to synthesize these fundamentally opposed analyses, this paper argues to embrace their contradictions as a form of productive games ecocriticism. While the prevalence of eco-contradiction in media culture is well-established, the task of the ecogame critic would accordingly be to pre-emptively consider contradiction in their analytical stance. The question is: how? To this end, this paper considers three forms of contradiction-embracing ecocriticism: 1) studies of games that reflect on their implicated material cultures; 2) studies of the material contexts of game production and how they relate to the ecological aesthetics of games; and 3) the study of idealist-materialist contradictions as they fold onto each other in ecocritique.

Play Beyond Games

Communicative AI playmate on social media.
by Mengdi Zhu

Does Artificial Intelligence play and do we play with it? This study investigates the playful dynamics of human–machine communication by examining how the AI socialbot CommentRobot is integrated into the Chinese social media platform Weibo. Built on a Large Language Model and fine-tuned with platform-specific lexicon and cultural references, CommentRobot is known for its unpredictability. It selectively engages users through automated comments that are sometimes witty, sometimes heartwarming, and occasionally inappropriate or boundary-crossing. Its presence has also inspired the formation of an online community, the ‘Victim Alliance of CommentRobot’ where users share their unexpected encounters with the socialbot.  

Moving beyond existing frameworks that conceptualize AI agents as assistants, friends, therapeutic companions, and intimate partners, this research conceptualises CommentRobot as a ‘playmate’, a social actor that participates in fleeting and playful exchanges with users. Drawing on data from observations and semi-structured interviews, I combine expectancy violations theory (Burgoon, 2015) with sociological theories of play (Henricks, 2006, 2015). The platform’s design and targeted training cultivate the socialbot’s playful personality, characterized by acts of identity and role play. The norm-defying actions of CommentRobot are anthropomorphically interpreted as performance of play, which disrupts traditional social roles and boundaries and brings fun. However, due to the lack of user consent and the socialbot’s non-human status, user responses reveal a reluctance toward active play and a preference for playful spectatorship. Extending play theory from human to human–machine interactions, this study explores the potential of AI playmates in future game studies.  

References: 

Burgoon, J.K. (2015). Expectancy violations theory. The international encyclopedia of interpersonal communication, pp.1-9. 

Henricks, T. S. (2006). Play Reconsidered: Sociological Perspectives on Human Expression (1st ed.). University of Illinois. 

Henricks, T. S. (2015). Play and the human condition (1st ed.). University of Illinois Press. 

Taken over by the Trolls: Dark Play, Trolling, and Absorption in Trumpism.
by Beer Prakken

Trolling has emerged as a political strategy for the MAGA/Trump movement, often used to conceal racist nationalist speech while simultaneously serving as a unifying factor for the entire rightwing, bringing together atheist libertarians and Christian fundamentalists (Topinka 2018, Greene 2019, May & Feldman 2018, Marx & Sienkiewicz 2022). Previous scholarship has fruitfully analyzed trolling as a form of irony, deception, bullying, sarcasm, or satire (Greene 2019, Topinka 2018, Dynel 2016, Polak & Trottier 2020, Fielitz & Thurston 2018), However, the relationship between humorous, playful, and serious elements in trolling has not yet been fully systematized.
This research builds on those previous works, while specifically connecting trolling with psychology and play studies. More precisely, I propose that Richard Schechner’s concept of “dark play” can offer a more layered and comprehensive understanding of trolling (Schechner 1995). What sets dark play apart from other concepts, such as irony or bullying, is something I call dark absorption: the element of ‘losing oneself in play’, which, I believe, is essential in explaining how conservative trolling contributes to political radicalization.
At the end, I will argue that dark play/trolling functions as a central unifying and radicalizing force in Trumpism– indicating an absorptive process of radicalization from playful to more serious ideological stances.

Engineering policy through game engines: ethical implications for urban digital twins.
by Florence Chee

Urban digital twins are increasingly pushed as a set of technologies to support urban planning. The digital twin is meant to allow for both the city’s virtual destruction and its real improvement. With twins the interfaces used in urban governance are changing. In particular, the use of game engines as a suite of tools originally designed and used to render gaming content are now used for the visualization of data derived from ensembles of models each with their own histories. Run-ins between embodied realities and serious games have shown that models used in everyday civic applications may be built upon assumptions that have the potential to elicit knee-jerk reactions and hasty (participatory) policymaking. Game engines, for example, may emphasize speed over details or may suggest a cinematographic look and feel, which in turn shapes how urban data can be presented. Moreover, unless fed with massive amounts of data, game engines stand to homogenize the urban landscape, rendering differences invisible while also imposing a default aesthetic on every building and every area. The use of video game engines not only enables ‘realistic’ 3D renderings but also promotes a specific aesthetic and a particular understanding of what counts as ‘realistic.’ We caution that policymakers who become reliant upon these ways of using game engines to render the city may consider that these ways of communicating data present a version of a city that is perhaps inaccurately sanitized and abnormally friction-free.

Panel 1: Heritage and Games

The Hegemony of Games Based on Greek Mythology.
by Alexander Vandewalle

The reception of Greek mythology in video games is frequently considered to be violent, masculine, and sexist. Nevertheless, recent game titles have offered alternatives to this generalizing description, indicating what more diverse or inclusive video game versions of Greek myth could look like. In this presentation, I discuss these developments in relation to the concept of hegemony, or a society’s dominant power which structures cultural representation and oppresses any identities perceived as deviant. Specifically, I investigate whether the distinction between hegemony and counter-hegemony maps onto a frequently drawn line between ‘AAA’ and ‘indie’ games, or the ‘mainstream’, corporate, big-budget game industry on the one hand, and games made by smaller teams or singular individuals on the other. Ultimately, this article aims to refocus the discussion of (counter-)hegemony in video games towards players rather than developers, doing so not to discount exclusionary development practices, but to acknowledge the increasingly influential role that game audiences have on the process of production.

The Magic of University Heritage in Games.
by Guus van Tilborg

Universities and academia in games are often associated with magic, whether it is magic in its most literal sense, or as a state of feeling enchanted by the institution’s allure. Why are universities portrayed as powerful places shrouded by mystery and mystique?

By using the example of a recent study by van Tilborg & Groote (currently under review, International Journal of Role-Playing), the presenter will illustrate how university heritage can be utilized as an impactful element for world-building in games, with much potential outside the realm of wizards and witches. Additionally, the presenter invites the audience to critically reflect on what heritage means. Not necessarily as the material and immaterial expressions of culture, but as a living process of negotiation and a resource for social-cultural, economic, and political agendas (e.g. Graham et al. 2000).

In the study, a close reading was applied to EA Sports College Football 25: the best-selling sports video game in the U.S of all-time (Wilson 2024). The authors concluded that the game’s commercial success and popularity lie in the near-hyper realistic portrayal of game-day pageantry, which fosters a sense of place and celebrates the unique heritage of 134 American universities. College Football 25 emphasizes the use of heritage as an instrument of conflict, as many aspects of competition and rivalry between universities are prominent in the game’s presentation and execution. Furthermore, the authors argue that interactive digital media can effectively preserve and promote heritage, strengthening place attachment even when physically removed from the heritage site.

[KEYWORDS]: universities, heritage, conflict, place attachment, sports, video games, USA

Graham, Brian, Gregory J. Ashworth, and John Tunbridge. 2000. A Geography of Heritage. 1st ed. London: Routledge. https://doi.org/10.4324/9781315824895.

Wilson, Jason. 2024. “EA Sports College Football 25 Is the Best-Selling Sports Game of All Time in the U.S.” Sports Business Journal, December 18, 2024. https://www.sportsbusinessjournal.com/Articles/2024/12/18/ea-sports-college-football-25-best-selling-sports-video-game-all-time.

From Tradition to Touchscreen: Understanding How Chinese Mobile Game Designer incorporate Chinese Intangible Cultural Heritage.
by Yixiang Que

This study explores the motivations, strategies, and encountered challenges when incorporating Chinese ICH in mobile games from the perspectives of Chinese designers. For a long time, a big number of game designers have concentrated on the hedonistic enjoyment that video games bring (Ivory, 2018). However, nowadays, the integration of cultural heritage elements has become a focus of multiple video game designers (Spanos, 2021; Wills, 2021), which is considered to provide a more eudaimonic meaningful gratification (Oliver & Bartsch, 2010). The existing academic studies have mainly focused on analysing game content and player interviews regarding on the representation of intangible cultural heritage (IHC) in Chinese games. Our systematic literature review also reveals that mobile games received less academic attention.
To address these academic gaps, we conducted six semi-structured expert interviews with Chinese mobile games designers, each of which lasted 90 minutes to two hours. Thematic analysis was then conducted to analyse the interviews.
The analysis of this study suggests that the incorporation of Chinese ICH in mobile games is driven by three main motivations: cultural dissemination, market-driven purposes, and monetisation. Firstly, Chinese mobile game designers emphasised the advocacy of disseminating Chinese culture. In this sense, designers stress the importance of being accurate in cultural representation, particularly in creating game characters and worldview. However, designers also encounter challenges regarding societal and governmental censorship. Secondly, designers incorporate Chinese ICH to attract new players and maintain player engagement, in which they distinguish between domestic and foreign markets and rely on insights from player research teams. Lastly, Chinese designers explain their need to incorporate Chinese ICH for monetisation purpose, while distinguishing between revenue generated from in-game cosmetic goods and income resulted from “IP” expansion.

Reference list:
Ivory, J. D. (2018). A Brief History of Video Games. In The Video Game Debate. https://doi.org/10.4324/9781315736495-1
Oliver, M. B., & Bartsch, A. (2010). Appreciation as Audience Response: Exploring Entertainment Gratifications Beyond Hedonism. Human Communication Research, 36(1), 53–81. https://doi.org/10.1111/j.1468-2958.2009.01368.x
Spanos, A. (2021). Games of history: Games and gaming as historical sources. In Games of History: Games and Gaming as Historical Sources. https://doi.org/10.4324/9780429342479
Wills, J. (2021). “Ain’t the American Dream Grand”: Satirical Play in Rockstar’s Grand Theft Auto V. European Journal of American Studies, 16(3). https://doi.org/10.4000/ejas.17274

Affect and Belonging

Game developers’ intentions to create eudaimonic player experiences: Insights from the Belgian gaming industry.
by Rowan Daneels

Traditionally, video games are perceived as a trivial medium primarily designed for mindless pleasure [1]. However, games are increasingly offering emotionally intense stories and characters that can lead to more profound or ‘eudaimonic’ player experiences (EPX), including personally meaningful, emotionally moving, and (self-)reflective responses while playing [2]. While previous research has extensively examined eudaimonia from a player perspective, including their experiences [3-6] and motivations [7-9], the production side of eudaimonic gaming remains largely underexplored [10]. To investigate game developers’ intentions and strategies related to EPXs, in-depth interviews with 20 Belgian game developers¬ from eleven different studios, including one AAA studio, were conducted. Findings are categorized into three broad themes: the impact of various studio roles and studio size (indie vs. AAA) on eudaimonic intentions, and the specific development strategies and related game elements developers prioritize to create EPXs. Around 75% of the interviewees reported clear eudaimonic intentions for their games, aiming for example on player reflection and personal growth. Unsurprisingly, top-tier roles (CEOs, game and creative directors) primarily defined a game’s direction, including its eudaimonic intentions. Developers generally agreed that indie developers typically exhibit more eudaimonic intentions than AAA studios, though variation exists: some indies prioritized artistic games with almost exclusively eudaimonic intentions, compared to others designing ‘open experiences’ allowing for both (superficial) fun and (deeper) EPXs. There is no single recipe for translating eudaimonic intentions into player experiences. Developers mentioned several broader strategies, including experimenting with game elements, adopting a reflective design approach, extensive playtesting, and creating an immersive and powerful narrative—often drawing from developers’ own or other people’s real-life experiences. These results offer valuable insights for developers, showing how to create EPXs; how these can attract a diversifying player audience seeking thought-provoking and emotionally intense game content over fast-paced action games; and how the maturation of the medium—driven by EPXs—might further result in more favorable policy decisions, lead to better funding opportunities for the gaming industry, and improve public perception toward games as a whole.

References:
[1] Reer, F., Küpper, L. M., Wintterlin, F., & Quandt, T. (2025). A survey study on public attitudes toward gaming disorder. Media and Communication, 13, 1-19. https://doi.org/10.17645/mac.8701
[2] Daneels, R., Bowman, N. D., Possler, D., & Mekler, E. D. (2021). The ‘eudaimonic experience’: A scoping review of the concept in digital games research. Media and Communication, 9(2), 178–190. https://doi.org/10.17645/mac.v9i2.3824
[3] Daneels, R., Vandebosch, H., & Walrave, M. (2020). “Just for fun?”: An exploration of digital games’ potential for eudaimonic media experiences among Flemish adolescents. Journal of Children and Media, 14(3), 285–301. https://doi.org/10.1080/17482798.2020.1727934
[4] Mekler, E. D., Iacovides, I., & Bopp, J. A. (2018). “A game that makes you question…”: Exploring the role of reflection for the player experience. In F. Mueller, D. Johnson, & B. Schouten (Eds.), CHI PLAY ’18: Proceedings of the 2018 annual symposium on computer-human interaction in play (pp. 315–327). ACM. https://doi.org/10.1145/3242671.3242691
[5] Oliver, M. B., Bowman, N. D., Woolley, J. K., Rogers, R., Sherrick, B. I., & Chung, M.-Y. (2016). Video games as meaningful entertainment experiences. Psychology of Popular Media Culture, 5(4), 390–405. https://doi.org/10.1037/ppm0000066
[6] Possler, D., Kümpel, A. S., & Unkel, J. (2020). Entertainment motivations and gaming-specific gratifications as antecedents of digital game enjoyment and appreciation. Psychology of Popular Media, 9(4), 541–552. https://doi.org/10.1037/ppm0000248
[7] Bowman, N. D., Daneels, R., & Possler, D. (2024). Excited for eudaimonia? An emergent thematic analysis of player expectations of upcoming video games. Psychology of Popular Media, 13(3), 416-427. https://doi.org/10.1037/ppm0000474
[8] Possler, D., Daneels, R., & Bowman, N. D. (2024). Players just want to have fun? An exploratory survey on hedonic and eudaimonic game motives. Games and Culture, 19(5), 611-633. https://doi.org/10.1177/15554120231182498
[9] Possler, D., Bowman, N. D., Daneels, R., Hecht, S., & Maes, K. (2025, June 12-16). Development and validation of the motivations of eudaimonic gaming (MEG) scale [Paper presentation]. The 75th annual International Communication Association (ICA) conference, Denver (CO), USA.
[10] Denisova, A., Bopp, J. A., Nguyen, T. D., & Mekler, E. D. (2021). “Whatever the emotional experience, it’s up to them”: Insights from designers of emotionally impactful games. In Y. Kitamura & A. Quigley (Eds.), CHI ’21: Proceedings of the 2021 CHI conference on human factors in computing systems (pp. 1–9). ACM. https://doi.org/10.1145/3411764.3445286

Miniatures and Masculinities: Gender, Lore, and the Future of Play.
by Tara B. Smith & Lars de Wildt

This talk explores how gender is lived and negotiated within the Warhammer 40K hobby. Drawing on fieldwork in a Groningen store and online fandom, we examine how masculine and non-male experiences coexist in this community. Women and non-male players describe ongoing exclusions that shape who feels they belong. At the same time, many male hobbyists seem to use the game’s hyper-masculine imagery as cover for gentler, creative forms of connection, painting, storytelling, and friendship. We ask whether these practices might represent emerging, community-based masculinities, or whether they remain constrained by the structures that exclude others. Our aim is to understand these dynamics from within the hobby itself, centring players’ own accounts rather than assumptions from outside. In doing so, we open a conversation about how analogue play can complicate common narratives of toxicity and point toward more relational futures of gaming.

A metamodern pastiche game: looking at Pentiment beyond metareferences.
by Filip van Dijk

Pentiment seems to be made for academic research: its clear historical influences on a formal (artistic) level mesh with the inner life of the main character who seems to suffer from contemporary sensibilities. Taking the recently published “The Name of the Reader” (Aksay et al, 2025) as a jumping-off point, this presentation re-analyses Pentiment in order to position it as not merely metareferential. The game is indebted to Umberto Eco’s The Name of the Rose, which is more than just “one of its main literary influences” (Aksay, 172): Pentiment is a pastiche of the book.

  The theoretical goal of this paper is to realign research on metamodern games with contemporary discussions of metamodernism. Previous metamodern game research, like Hans-Joachim’s discussion of Deathloop from 2022, take the concept straight from its initial formulation by Vermeulen & Van den Akker (2010). By utilizing the “Metamodern pastiche” dossier in Screen (Vermeulen & Willins, 2024) on top of that, this talk enables future metamodern game studies to be grounded in more contemporary ideas of our current paradigm.

    This talk will show how Pentiment is a metamodern pastiche by highlighting its “New Sincere” affective layer on top of its complex relation with The Name of the Rose. It also highlights how unique “gamic” qualities like dialogue trees enable it to be analysed through that metamodern lens.

Works cited:

Aksay, Kübra, et al. “‘The Name of the Reader’: Constructing the Bookish Player in Pentiment.” Videogames and Metareference. Theresa Krampe and Jan-Noël Thon, eds. Routledge, 2025. 169-187.

Backe, Hans-Joachim. “Deathloop”: the Meta (modern) Immersive Simulation Game.” Game Studies 22.2 (2022).

Vermeulen, Timotheus, and Robin Van den Akker. “Notes on metamodernism.” Journal of aesthetics & culture 2.1 (2010): 5677.

Vermeulen, Timotheus, and Kim Wilkins. “Metamodern pastiche Introduction.” Screen 65.1 (2024): 116-120.

Gambling and Monetization

Social media advertising repositories: a new method for gaming/gambling research enabled by the EU Digital Services Act.
by Leon Xiao and Callum Deery

Article 39 of the recent EU Digital Services Act requires the biggest social media sites (Facebook, Instagram, etc.), to publish a database of all paid advertising shown. Which user demographics the ad was intended to ‘target’ and how many users of various demographic groups eventually ‘reached’ must also be published. This transparency measure enables the public to better scrutinise big tech companies. Game researchers should use it to, inter alia, study para-text and contribute evidence to policy debates, thus encouraging policymakers to adopt more similar rules.

I share how to use advertising libraries and present results from our research using this method. In the UK and South Korea, we studied thousands of ads for popular games with loot boxes to find that less than 10% disclosed the presence of loot boxes as required by UK, EU, and South Korean consumer law. The few disclosures we found were also often visually obscured. In Belgium, we found that most games with loot boxes, which uniquely constitute illegal gambling there, were illegally advertised to Belgian users, even though excluding Belgians from being shown the ad is trivially easy.

I also argue that gambling is part of game research. Therefore, I also share our findings as to how a small minority of gambling ads illegally targeted under-24s in the Netherlands. We also discovered how some gambling ads reached significantly more men (who are more vulnerable to harm), but one company specifically targeted young women, whom casinos traditionally struggled to attract, using get-ready-with-me aesthetics.

Watching Ads Supports the Team”: Ad Monetization for hyper-casual mobile games.
by Lies van Roessel

As mobile casual games continue to dominate global markets, their monetization strategies—particularly freemium models based on advertising and in-game purchases— have become central to both game development and player experience. While these practices have been analyzed and critiqued from perspectives such as game design, ethics, and player agency, limited attention has been paid to the opaque internet-based ecosystem behind them, which contains, among other things, monetization intermediaries mostly invisible to the public eye.

This paper focuses on Ad Monetization, a task and role within game publishing dedicated to optimizing revenue from advertising on mobile game apps by managing so-called mediation platforms, especially in the hyper-casual segment. I will address the underlying logics and formulas as part of the broader attention economy that aims to maximize profits by selling the ‘player commodity’ (Nieborg, 2017). More specifically, the paper analyzes the ways in which best practices are communicated as part of the sector’s ‘para-industry’ (Caldwell, 2014). By doing so, the paper argues for a broader understanding of game studies toward an approach that includes also ‘low culture’ and surrounding phenomena such as hyper-casual games, advertisements and internetbased media industries. As mobile games are embedded in wider infrastructures of data collection, personalization, and surveillance, examining these practices moreover offers insights into broader societal developments in the digital networked society. Simultaneously, the study addresses how mobile game developers and publishers understand themselves as (creative) professionals situated within this larger ecosystem.

References:

Caldwell, J. T. (2014). Para-Industry, Shadow Academy. Cultural Studies, 28(4), 720–740. https://doi.org/10.1080/09502386.2014.888922

Nieborg, D. B. (2017). App Advertising: The Rise of the Player Commodity. In J. F. Hamilton, R. Bodle, & E. Korin (Eds.), Explorations in Critical Studies of Advertising (pp. 28–41). Routledge.

The Fantastical Musical Imagery of Gambling in Balatro (2024).
by Michiel Kamp

2024’s hit roguelike deck-builder Balatro has gone through a tumultuous relationship with the PEGI ratings board. First, in March 2024, it had its 3+ age rating changed to 18+ on the account of ‘prominent gambling imagery and material that instructs about gambling.’ Then, after a successful appeal, in February 2025 this was changed back to 12+ because of ‘mitigating fantastical elements.’ Developer Playstack has always maintained that ‘painstaking care has been taken to ensure that the game does not feature gambling mechanics of any kind.’ At the heart of this dispute is not gambling-based gameplay or monetization, but the audiovisual representation of gambling: the game’s use of poker hands, but also its lo-fi graphics and Luis Clemente’s mesmerizing musical score.

This paper asks whether Balatro’s score is part of the ‘prominent gambling imagery’ or the ‘mitigating fantastical elements’, connecting it to questions of gameplay and theming—or rules and fiction (cf. Juul 2005)—and the historical role of music in gambling. While much of this is concerned with the ‘interactive’ sounds (cf. Collins 2008; 2011; 2016) of slot machines that directly respond to player success, there are also examples of continuous background music in both machines and casino environments (Dixon et al. 2007). I argue that Balatro’s score and its surrounding discourse can be contextualized in this history. Particularly its continuous, uninterrupted form and ambient qualities can be seen as commenting on the two roles that background music has played in the history of gambling.

References
Collins, K., Holly Tessler, K. Harrigan, M. Dixon, and J. Fugelsang. ‘Sound in Electronic Gambling Machines: A Review of the Literature and Its Relevance to Game Sound’, 2011. https://doi.org/10.4018/978-1-61692-828-5.CH001.
Collins, Karen. ‘Game Sound in the Mechanical Arcades: An Audio Archaeology’. Game Studies 16, no. 1 (October 2016). http://gamestudies.org/1601/articles/collins.
Dixon, Laura, Richard Trigg, Mark Griffiths. ‘An Empirical Investigation of Music and Gambling Behaviour. International Gambling Studies 7, no. 3 (2007): 316.
Juul, Jesper. Half-Real: Video Games Between Real Rules and Fictional Worlds. MIT Press, 2005.
‘PEGI Complaints Board Amends Classifications of “Balatro” and “Luck Be A Landlord” to PEGI 12 | Pegi Public Site’. Accessed 27 February 2025. https://pegi.info/news/pegi-complaints-board-amends-classifications-balatro-and-luck-be-landlord-pegi-12.
Playstack [@PlaystackGames]. ‘Https://T.Co/MroeavYY9U’. Tweet. Twitter, 1 March 2024. https://x.com/PlaystackGames/status/1763614758043795909.

Panel 2: Navigating Toxicity

Roleplaying Racism: experiences from the D&D table.
by Maxime Scholte-Albers

In recent years, role-playing games (RPGs) have experienced a surge in popularity, providing a diverse and dynamic space for interactive storytelling for players. One of these games is Dungeons & Dragons (D&D), a game where players create characters and navigate a fantastical world through collaborative storytelling. Despite D&D’s fantastical setting, many scholars and critics have pointed out how the lore mirrors real-world colonial and racial biases, potentially influencing how players perceive and interact with in-game race constructs. While racial representation in fantasy is often portrayed as innocently escapist and harmlessly entertaining, their existence often is built on the foundations of colonial encounters with otherness, connecting fantasy races directly with colonialism and “the other”, drawing on stereotypes that carry real-world implications. Race and racism are increasingly central to public discourse, with growing scrutiny of how fantasy portrays difference and diversity. While several studies served to identify problematic racial structures in D&D’s source material, little attention has been paid to how they manifest during actual gameplay.

Through semi-structured interviews, this study examines the racial dynamics within D&D and the experiences of players engaging with racial themes. Through snowball sampling, 25 interviews were conducted, diving into players’ perceptions of race in character creation and world-building, their experiences with racism both in and out of the game, and their reflections on how these elements relate to real-world social issues.

The Role of Self-Regulation and Need Satisfaction and Frustration for Predicting Toxic Behaviour in Games.
by Julian Frommel

Many online games are affected by toxicity, an umbrella term for disruptive behaviours (eg, harassment and hate speech). In this talk, I will present findings from a study, in which we investigated self-regulation ability and basic psychological need satisfaction and frustration as predictors of self-reported toxic behaviours using data from an online survey with 167 League of Legends players. Our findings highlight a negative total effect of self-regulation on toxic behaviours, mostly driven by an indirect effect through need frustration. Beyond this, we further explored how emotion regulation styles relate to toxicity and found a negative relationship between suppressive emotion regulation and toxicity, while dysregulation had a positive association with toxicity. I will discuss the findings (e.g., considering both dispositional and situational factors that explain toxicity) and implications (e.g., supporting the design of preventative interventions).

Gaming Beyond Games: Chinese Female Gamers’ Cross-Platform Adventures in Feminist Belongingness.
by Weijie Huang

This study explores how young Chinese female gamers navigate and reshape digital platforms to cultivate feminist belongingness that extends beyond male-dominated gaming spaces. Although women make up nearly half of the gaming population in China, their voices remain marginalised within gaming cultures shaped by masculine norms, platform governance, and algorithmic bias. Yet, within this deeply mediatised context, like Bilibili, Xiaohongshu, and Douyin, these gamers transform gaming into a social, affective, and political practice.

Drawing on a mixed-methods study (survey n=752; netnography of 343 posts and videos), this research examines how Chinese female gamers remix game content, deploy humour and aesthetic creativity, and build relational networks of care and resistance. Their cross-platform practices, ranging from feminist awards and game reviews to collective boycotts, redefine what participation and skill mean in deeply mediatised cultures.

By theorising these practices through belongingness and feminist digital culture, the study argues that “gaming beyond games” is a mode of world-making: an everyday feminist negotiation of visibility, agency, and cultural transformation. Thus, it invites future game studies to look beyond play itself and engage more deeply with the relational, affective, and feminist transformations shaping digital gaming cultures.

Parallel Programme

Connected & Protected: Designing a Serious Game for Raising Social Engineering Awareness in Families.
by Victoria Leskoschek

Social engineering is a major cybersecurity threat, targeting human psychology rather than technical vulnerabilities. With advancements in technology and, most recently, generative artificial intelligence, social engineering attacks are becoming increasingly sophisticated, highlighting the need for educating individuals about these threats. While existing efforts in research and industry mostly focus on interventions for workplace settings, little attention has been given to approaches targeted at the general public or everyday life contexts. This thesis addresses this gap by designing and evaluating a serious game for raising awareness on social engineering, with a focus on families as the target group. The game employs an asymmetric tabletop game format where one player takes the role of a social engineer while the others collaboratively defend as family members. The aim of the game is to educate players about common influence principles used in social engineering, along with the importance of personal data protection.

The project takes a human-centred approach and involves users in multiple phases, including feedback sessions and playtesting to support concept development and prototyping. The effectiveness of the game is evaluated through pre-post awareness and engagement metrics and compared against a traditional, text-based intervention. The project aims to provide novel insights into approaches to social engineering education for the general public, leveraging the family setting as a medium for shared learning and intergenerational knowledge exchange.

EPIC-WE: Tides of Heritage.

EPIC-WE is a Horizon Europe-funded project that explores new models for cultural collaboration like game jams to empower young people to participate in shaping European Culture and their own future. In the Tides of Heritage Cultural Game Jam participants addressed the societal questions around rising sea levels by working with heritage materials related to water from Sound & Vision’s audiovisual archives. https://epic-we.eu/hilversum-hub-cultural-game-jam-tides-of-heritage/.

Crisis to Resilience: Re-Imagining boardgames for sustainable futures.

This USO-funded project (Utrechts Stimuleringsfonds Onderwijs) develops workflows using digital and physical prototyping tools to ‘hack’ iconic board and card game franchises like The Game of Life, Cities: Skylines and Magic: The Gathering. It is coordinated by dr Stefan Werning and dr Laura op de Beke. https://crisis-to-resilience.sites.uu.nl/wp3-re-imagine/.

Fostering an Open Mind and Open Attitude in Higher Education.

This Comenius project develops creative learning activities (games, game design, creative dialogue formats) to practice exchanging perspectives and engaging in respectful, equal dialogues. This showcase spotlights a mobile videogames as well as a playful toolbox.

Mzansi Game Jam for Climate Justice.

In this NWO-funded project led by design and research studio Internet Teapot (Karla Zavala and Adriaan Odendaal), participants from both The Netherlands and South Africa created climate justice games in four hybrid sessions. This showcase presents the games produced during the game jam. https://climatejusticejam.net/

IMPULSE VR

Host: Utrecht University
Venue: the ‘Playground,’ Vening Meineszgebouw C, Princetonlaan 6, 3584 CB, Utrecht
Conference Date: 18 November 2025

Evening programme, parallel programme

The hosting committee in Utrecht has curated a parallel program of VR experiences, student-made games, and game artifacts to explore in separate rooms of the ‘Playground’ while the symposium is ongoing. After the program finishes we will stay at the venue. Those interested may stick around for pizza, drinks, games and good conversation.

Travel and Accommodation

We suggest that you only consider participating in this symposium if it is feasible for you to attend without flying. Utrecht is easily accessible by bus and train from Belgium, Germany, London, and even Copenhagen. If you are coming from far away and require overnight accommodation, reach out to l.h.opdebeke@uu.nl and we’ll see if there are guest bedrooms and sofas available in our local network where you can stay.

There are several travel options with public transport towards The Playground from Utrecht’s central station.

By tram: from platform B, there are trams departing every few minutes towards Utrecht Science Park P+R. From the stop “Padualaan” it is only a short walk towards The Playground.

By bus: from platform A, bus 28 departs every ten minutes towards Utrecht Science Park P+R. The stop closest to The Playground is “Botanische Tuinen”, which is a short walk away.

If you are traveling by car, there are several parking lots nearby The Playground. Should these be full, you can always park at the UMC Parking Garage or the P+R Utrecht Science Park.

Crossover Events

Dutch Digra has purposefully been scheduled to take place in the same week as the GALA symposium (Games and Learning Alliance), which makes it the ‘Week of the Game’ in Utrecht. Attendees might want to combine these events during their stay. Regrettably, the Overkill Festival event that was planned after Dutch DiGRA, between 20-23 November, is cancelled.

Original Call for Abstracts Instructions

Presentation formats (abstracts, panel proposals, and projects)

The symposium changes the traditional format slightly by creating more space for open conversation and potential collaboration. The morning slots will be filled with ‘brief burst’ presentations of 10 minutes, in which scholars are encouraged to immediately get to the heart of the matter.

In your presentation, please make sure that you

  1. focus on one phenomenon, topic, or case study (if applicable)
  2. make a bold, argumentative claim
  3. return to the title, reflecting on how your research shapes and is shaped by futures of game research.

We encourage both work in progress, as well as talks based on recently published material. Since you will not have to submit a full paper to present at this symposium, no submissions will be archived or published, and your research remains your own. 

In the afternoon we accept panel conversations (3-6 panelists), and we will also use a ludic fishbowl format to generate interesting, open-ended conversation. The first are organized ahead of time; so send us your topic and the speakers involved. The second will be organized spontaneously over lunch.

Finally, do you have a project that you want to showcase at the symposium? Get in touch. Whether you have developed playful prototypes, manifestos, zines, or research tools, we want to give you a spotlight at this symposium. 

Topics for research

We welcome submissions from various disciplines and approaches. If you’re looking for a playful way to gain inspiration you can roll the dice in our official tabletop RPP: “Research Papers, Please!” (graphic design by Keerthi Sridharan Vaidehi). For a more traditional list of possible topics have a look at the following prompts.

Possible Topics

  • The shifting of priorities and paradigms in game research.
  • Diversity, equality, and inclusion in game design, communities, and industries. 
  • Sustainability of game production and consumption.
  • Social impact of games and their communities’ potential for change.
  • Ethical considerations for economic, social, and technological transitions in game industries (e.g. big data, black boxes, loot boxes, User Generated Content, crunch culture).
  • The role of AI in game industries.
  • (Political-) economic changes in game design, communities, and industries.
  • Accessibility to games, gaming platforms, and communities.
  • The ludification of public infrastructures (e.g. education, smart cities, social credit).
  • Games as artifacts and theoretical objects. 
  • The expanding agency of game communities in participatory culture.
  • Future imaginaries and technodeterminism in game culture’s history.
  • Changes in the public perception of games through professionalization and platformization (e.g. E-sports. Streaming).
  • Technological innovations in interface design (e.g. VR, smart watches, mobile gaming).
  • Game culture both challenging and perpetuating imperialist, neoliberal, and sexist ideologies.
  • The role of gamification and game technologies in conflict.
  • The politics and practicalities of game preservation and archiving.

For any questions, please contact the symposium organizers at l.h.opdebeke@uu.nl and m.c.benschop@uu.nl 

We’re looking forward to seeing you on the 18th, 

The Dutch DiGRA 2025 organising committee

Laura op de Beke, Marijn Benschop, René Glas, Laurence Herfs, Dennis Jansen, Aengus Schulte, Sarah Trottier, Keerthi Sridharan Vaidehi, Jasper van Vught, Stefan Werning.

Utrecht University has a long history of game research. For an overview, read this post.

The pixel art in the banner image has been made by Jenna Hoekstra.

  1. https://digra.org/ ↩︎
  2. https://www.eur.nl/en/eshcc/events/dutch-digra-2024-symposium-diversity-sustainability-and-social-well-being-game-design-industry-2024-11-21 ↩︎
  3. https://digraconference2025.org/calls-call-for-papers ↩︎
  4. Pötzsch, Holger, and Kristine Jørgensen. 2023. “Editorial: Futures.” Eludamos: Journal for Computer Game Culture 14 (1): 1–7. https://doi.org/10.7557/23.7324.
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